Astrology studies the heavens and the reading of omens and portents. Its practitioners are perhaps the most scholarly of all spell casters: astrologers are schooled as scribes and linguists and are frequently consulted for advice and counsel, and every one serves a patron sky or sun deity whose alignment he or she is bound to uphold. Mages choose astrology as their primary field and combine it with Divine Magic (magi), High Magic (cabalists) or Enchantment (archimages), while a charlatan can dabble in its first level spells.
The bulk of its spells are divinations. A long run of -mancies includes astromancy, chartomancy, chiromancy, crystalomancy, botanomancy, theriomancy, geomancy and hydromancy, and beside them sit spells to detect danger, poison, curses and magic and to find directions and objects, rising at last to Legend and Prophecy. Its second major thread consists of the incantations of the sun, moon and planets, each available in lesser and greater versions, and the zodiac influences, running from the Initiative of Aries to the Restorative Power of Pisces, which are reserved for astrologers and mages. A handful of spells go further still, among them Astral Bolt, the four elemental Signs, Chariot of the Sun and Travel to Outer Plane.
Starting at 5th level, an astrologer or mage may cast any zodiac or planet spell they know in silence by drawing its sign in the air, and both can construct an observatory, which provides one extra spell per day and divinations of the highest quality.
ISpells of the first level
Astral Bolt
Range 10 ft. per level of the casterSave vs Dexterity (1/2 damage)Spell type Variable, as stated
The caster flings a bolt of astral energy at a creature, dealing 1-4 damage plus another 1-4 for every level of ability. It reaches 10 ft. for each level of the caster, so its range grows along with its power. A target that saves vs Dexterity takes only half damage. Only astrologers and mages may learn this spell.
On the night road out of Mohenjo-Daro the camels scream before Ravi sees the jackal-headed raider slipping between the bales. The old astrologer lifts two fingers toward the brightest star and a thread of pale blue fire leaps from them, crossing the thirty feet of sand in a blink. The Andaman twists aside at the last instant, so the bolt only scorches a smoking furrow across his shoulder instead of taking him full in the chest. He runs anyway. Ravi lets him go, rubbing his tingling fingers, wishing his reach were a few years longer.
Astromancy
Save NoneSpell type Non-variable
The astrologer studies the stars at night to carry out one of three divinations. Fate reveals how a single person is faring or roughly where they are: whether they are safe, in grave peril, close at hand or a long way off. If the caster wishes, it also shows the general direction in which that person can be found.
Wisdom weighs up one planned course of action before it is taken, such as crossing a swamp in daylight or trying to bribe a town magistrate; the reply is only ever yes or no. Destiny asks whether a particular event or situation will come about within the next 24 hours, for instance whether the wizard will be home in his tower tomorrow night or whether the party will run into goblins in the forest. Again, only yes or no is given.
If the Game Judge is not sure of the answer, he or she may say that the matter is unclear for now. Otherwise the reply must be truthful, and it should be kept as short as possible.
The fisherman's widow waits on the roof of the Acheron Institute of Astrology while Meritamun reads the sky over the Great Canal. She has asked about one person only: her son, who shipped out with a Tartessian trader in the spring. Near midnight the astrologer lowers her eyes from the stars and chooses her words with care. The boy lives, but he is in grave danger, and he is very far away. Then, because the mother is still gripping her sleeve, she points south and west, past the lighthouse, toward the open sea.
Detect Magic
Range 10 ft.Duration 1 minuteSave NoneSpell type Non-variable
The caster can see whether magic is present, spotting enchantment by eye within 10 ft. The sight lasts just 1 minute. There is no save, and nothing about the spell changes as the caster gains levels; it is the same at first level as at seventh.
Pello the charlatan has been promised seven genuine charms of protection for the price of five, and the stallholder at the Sea Nymph Bazaar is sweating in a way Pello recognizes from his own mirror. He mutters a few words, squints, and for one short minute the table in front of him is laid bare to his eye. One amulet, a chipped blue scarab, glows with a faint, true enchantment. The other six are painted clay. Pello buys the scarab alone, pays for it in full, and winks on his way out.
Fortune
Duration Up to 24 hoursSave NoneSpell type Non-variable
The caster blesses one person with good luck that lasts as long as 24 hours. While it holds, the recipient gains +1 on every save vs Magic, and the same bonus on any save that depends on luck or on games of chance. Anyone may receive the blessing; there is no save, and the effect does not grow with the caster's level.
Before the dice come out at the Inn of the Crimson Moon, young Castor sidles up to the astrologer in the corner and slides a silver piece across the table. Chloris touches his forehead and murmurs to the sky beyond the smoky rafters. Nothing flashes. Nothing sings. All evening Castor simply wins a little more than he loses, and when a sour-faced rival mutters a hex over his cup, the ill-wish slides off him like rain from oilcloth. By tomorrow's dusk the blessing will be gone. Tonight he orders another round.
Initiative of Aries
Duration 10 minutesSave NoneSpell type Non-variable
For 10 minutes the caster responds with remarkable speed to anything sudden or unexpected. In practice this means surprise can never cost them initiative, a move or anything similar. The spell gives no warning that trouble is coming; it only sharpens the caster's own reactions and reflexes.
Deep in the Black Forest the path narrows between mossy oaks, and Anwen the mage traces the ram's horns on her palm before going on. The spell tells her nothing about what waits ahead. It only wakes her. So when the goblins drop from the branches with a shriek, she is already moving, stepping back from the first blade and dragging her apprentice down behind a root while the others are still gaping. The ambush meant to catch them flat-footed finds her turned and ready, and the goblins falter.
Lesser Incantation of the Moon
Duration 1 hour per level of abilityArea Sphere 1 inch to 20 ft. diameterSave NoneSpell type Variable, as stated
Conjures a ball of total darkness, which the caster may size anywhere from 1 inch to 20 ft. across. Torches, lamps and other ordinary lights will not work inside it, but any spell of light cancels it on the spot. It lasts 1 hour per level of ability.
The harbor watch at Tartessos keeps a brazier burning on the breakwater, and tonight that is a problem. Hiram, an astrologer with debts to pay, crouches in a skiff below the rocks and shapes a sphere of perfect darkness around the fire, twenty feet across. The flames still crackle, but inside the black ball they give no light at all. The guard fumbles for a torch; it is as useless as the brazier. Three low boats slide past into the inner harbor, and the darkness will hold for hours yet.
Lesser Incantation of the Sun
Duration 1 hour per level of abilityArea Sphere 1 inch to 20 ft. diameter; lights a 40 ft. radius when used as a light sourceSave Only as statedSpell type Variable, as stated
Conjures a ball of dazzling light, anywhere from 1 inch to 20 ft. across. Set on a wand, staff or sword, it serves as a lamp that lights a 40 ft. radius however small the sphere itself is. It can also be used to drive back creatures whose eyes cannot bear bright light, and it dispels magical darkness. The glow lasts 1 hour per level of ability.
The goblin tunnels beneath the Rhiphaen Mountains stink of smoke and old bones. Sethra, a Druas mage hired by the dwarves of Ironhold, whispers to the sun she cannot see and sets a spark no bigger than a pea on the tip of her staff. It blazes outward, lighting the passage forty feet in every direction. From around the next bend comes a chorus of yelps. The goblins who hate the sun hate this nearly as much, and they scramble back into the dark, shielding their eyes.
Locate Object
Duration 1 hourSave NoneSpell type Non-variable
Works like a homing beacon for a lost or missing item: for 1 hour the caster knows in which direction it lies. The caster must know the item personally, or have it described by someone who knew it at first hand.
The bronze bell of the fishermen's shrine in Vaca vanished overnight, and the old keeper describes it in loving detail: the green bloom on the rim, the dent from a storm, the rope of braided bark. Tupac the astrologer listens, closes his eyes, and then begins to walk. He turns through the public market like a compass needle, ignoring the stalls, and within the hour he is standing outside a smith's back door, where the pull in his mind abruptly stops. Inside, someone has just lit the forge.
IISpells of the second level
Chartomancy
Save NoneSpell type Non-variable
A divination that reveals what a piece of writing means. It works on inscriptions, symbols and texts of every sort, magical or not, however strange the markings. Its limit is quantity: one casting unlocks no more than a single page. There is no save, and the amount deciphered does not increase with the caster's level.
The clay tablet came out of a First Age ruin on the Plain of Gwyddneu wrapped in three layers of oiled silk, and the Atlantis Historical Society has paid well for a reading. The astrologer Melanthe lays her hand on it, speaks to the stars, and the crowded, alien marks settle into meaning one line at a time. The room holds its breath. She reads it aloud, slowly, then reads it again. It is a receipt for forty jars of olive oil, a quantity of salted fish, and a disputed goat.
Contra-influence of Gemini
Duration 1 hourSave vs Will, as statedSpell type Non-variable
Applies a gentle pressure to one person or being, who must save vs Will or act against their usual character for 1 hour. A stingy person might do something generous, suspicion might give way to trust, or an unreliable or dishonest person might prove dependable.
The spell cannot change how a truly hostile or truly peaceful individual reacts, and it has no effect at all on animals or other semi-intelligent creatures.
The harbormaster of Gadirea has never waived a fee in thirty years, and the mage Theron is not about to pay one he cannot afford. He traces the twins in the air behind his ledger and waits. The harbormaster frowns, blinks, and then, to the astonishment of his clerks, stamps the papers free of charge and presses a fig into Theron's hand for the road. An hour later, pacing his office, the old miser still cannot understand what came over him.
Lesser Incantation of Mars
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
The caster calls on the war-like power of Mars to fight better. For 1 minute per level of ability the caster gains +1 on the attack die and deals +1 damage with every hit. The spell also grants temporary proficiency with any one type of weapon the caster chooses, for as long as the spell lasts.
When the corsairs come over the rail off the Isles of Zora, Philemon is sixty-one years old and has never held an axe in his life. He calls on the red planet, snatches up a boarding axe from a fallen deckhand, and suddenly his feet know where to go. The blade bites where he means it to, a little harder than it should. For a few breathless minutes the ship's astrologer fights like a veteran marine. Then the fire leaves his arms, and he sits down heavily on a coil of rope.
Lesser Incantation of Mercury
Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated
Lets the caster talk with anyone who uses a language, just as Speak in Tongues does. Beyond that, the astrologer senses the turns of phrase, mannerisms and idioms that the listeners link with a wise person, and can use them. This earns +1 on any reaction roll or save vs Charisma needed during that encounter. It lasts 10 minutes per level of ability.
The Aesir war chief on the beach at Haloga has already drawn his axe when the Atlantean mage steps forward and speaks, in the chief's own tongue, with the slow turns of phrase his grandmothers used around the winter fire. Elara quotes no proverb she knows; she simply finds the right words as she needs them. The giant's shoulders loosen. His warriors glance at each other. For the next hour the talk is of trade in amber and furs, not of whose blood will stain the shingle.
Locate Direction
Save NoneSpell type Non-variable
The caster divines which way they are facing at the moment of casting, north, south or otherwise, and the answer is always correct. It works whatever the terrain or lie of the land around the caster. There is no save and no variation by level.
Three days into the weed of the Sargasso Sea the fog is so thick the lookout cannot see the bowsprit, and the captain has stopped pretending he knows where the ship is pointing. Kallias, a passenger with ink-stained fingers and an astrologer's ring, climbs to the quarterdeck, closes his eyes and speaks a short phrase to stars he cannot see. Then he lays his hand flat on the rail. We are facing north-north-east, he says. The helmsman swears, spins the wheel, and the ship comes slowly about.
Misfortune
Duration 24 hoursSave NoneSpell type Non-variable
Brings a day of bad luck down on one individual or creature for 24 hours. Whenever the chance arises, the victim blunders into traps and hazards of every sort, and always fails reaction rolls and saves vs Charisma.
The victim also cannot win at any game of chance, is pestered by pickpockets, peddlers and drunks at every opportunity, and takes -1 on all saves.
The tax collector in the Grand Marketplace of Acheron slaps the astrologer's scroll case to the ground and walks off laughing. Nefer watches him go, and murmurs to the sky. Over the following day the man steps in a pothole, loses a sandal to a camel, and has his purse lifted twice by the same small boy. Every beggar and drunk in the city seems to find him. He loses a fortune at knucklebones, and his most sincere apology to his wife somehow comes out as an insult.
Psychomancy
Range 100 ft.Save NoneSpell type Non-variable
Reads the basic intent of one individual or creature within 100 ft.: hostile, friendly or neutral. The subject must be in plain view for the divination to work. Intentions are not fixed, and a reading can change after negotiation, a bribe, threats or an offer of friendship.
A Zephyr lands on the ledge above the Mu cliff road, wings half spread, a long spear across her back. Taro, the caravan's Druas mage, looks up and quietly reads her from eighty feet below. Hostile, the spell tells him, cold and certain. He signals the drovers to keep their hands away from their bows and sends up a gift of salt and fine thread on a rope. When he reads her again after she has hauled it in, the answer has changed to neutral. It is enough to pass.
Will of Taurus
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Steels the caster's mind so that attempts to sway it by magic fail. For 1 minute per level of ability the caster resists any magical influence, charm or mind control directed at them. Only the caster is protected, and only astrologers and mages may learn this spell. There is no save involved.
The enchantress at the Tartessian court smiles her famous smile and asks the royal astrologer, very sweetly, whether he would like to tell her everything the king said this morning. Adonibaal feels the magic wash over him like warm surf and simply stands there, feet planted, mind as fixed as a bull in a field. He would not, he says. She tries again, harder, and frowns. For as long as the spell holds, nothing she whispers will move him, and he bows himself out long before it wears off.
IIISpells of the third level
Astral Vision
Range Sight rangeDuration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Opens the caster's eyes to presences normally hidden from sight. Astral, ethereal, spirit and invisible beings all become visible to the caster, out to the limit of normal sight. The vision lasts 1 minute per level of ability, so a more experienced astrologer can keep watch for longer. There is no save.
The Ghost City lies on the sea floor northeast of Attalus, and the Triton guides will go no further than its first ruined wall. The mage Orestes, breathing the sea by the grace of the water sign, speaks to the stars above the surface and opens his eyes wide. The empty streets are suddenly crowded. Pale sailors stand guard on the rotting hulks still chained at the moorings, and a drowned harbor clerk drifts past, counting cargoes that no longer exist. Orestes has only minutes of sight. He counts the guards quickly.
Chiromancy
Save NoneSpell type Non-variable
Diagnoses what is wrong with one sick or afflicted individual or creature by reading its hands, or the claws of an animal or monster. The caster must study them for at least 1 minute before giving a verdict. The spell reveals the kind of affliction: disease, madness, poisoning, parasites or some form of magic. There is no save.
The prize leopard at the Acheron Zoo has stopped eating, and the keeper is certain someone has poisoned it. Sennefer the astrologer kneels by the bars and asks for the animal's forepaw, which two keepers hold out to him with great care. He studies the pads and the curve of the claws for a long minute, humming to himself, while the leopard glares. Not poison, he says at last, standing and dusting off his robe. Worms. Send for the physician, not the magistrate.
Courage of Leo
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Drives fear, whether natural or magically induced, out of the caster's own mind or out of the mind of one other individual or creature. For 1 minute per level of ability the subject is completely immune to fear of any kind.
The manticore drops onto the road outside Kush with its tail of spines rattling, and young Obi, the only spearman left standing, starts to back away with his knees shaking. The mage Amani calls out the lion's sign and flings her hand toward him. The trembling stops in mid-step. For the next several minutes Obi feels no fear at all, not of the spines, not of the teeth, not of the sickening wet voice. He plants his spear and waits for the monster to come.
Detect Curse
Range 10 ft.Save NoneSpell type Non-variable
Tells the caster whether a single object, device or person within 10 ft. is cursed, or is under the sway of any curse, hex, malediction or similar magic. The spell shows only that a curse is present; it gives no clue to what kind of curse it is or what it does. There is no save and no variation by level.
The dealer in Tartessos swears the circlet came from a First Age tomb in Autochthea and that it is worth a king's ransom. Asherah, a mage who has bought trouble before, asks him to set it on the counter and step back. She speaks softly to the evening star and looks. The circlet sits within arm's reach, dull gold and pretty, and it is cursed. What the curse does, the spell will not say: madness, bad luck, a slow death. She pushes it back across the counter without a word.
Detect Poison
Range 10 ft.Save NoneSpell type Non-variable
Reveals whether poison is present in or on anything within 10 ft. of the caster, whether a drink, a meal, a weapon, a device or some other object. It is a simple check with no save, and its range does not change as the caster rises in level.
At the Palace of Harmony in Tang the banquet has reached its ninth course, and the imperial astrologer Wei Lan has not touched a thing. She murmurs over her folded hands as the servants pour the plum wine. Within the span of her little circle, her senses snag on one cup only, the one being set before the visiting envoy from Meluhha. She rises, apologizes for her clumsiness, and knocks it into his lap. The envoy is furious. He will thank her in the morning.
Lesser Incantation of Jupiter
Duration 1 minute per level of abilitySave vs Will, as statedSpell type Variable, as stated
Holds summoned, evoked and invoked beings at arm's length. Any such creature targeted must save vs Will or be unable to come nearer than 10 ft. to the caster. The protection lasts 1 minute per level of ability. It has no effect on ordinary creatures that were not called up by magic.
The necromancer on the ridge above Taranta finishes his chant, and something with too many teeth pulls itself out of the smoke and lopes toward the mage. Iason raises a hand and speaks the name of the greatest planet. The fiend strikes an invisible line ten feet from him and stops, snarling, pacing back and forth as if chained. It cannot come nearer. The necromancer's two hired swordsmen, who were never summoned by anyone, walk straight through the line. Iason draws his dagger.
Lesser Incantation of Venus
Range 100 ft.Duration Indefinite or until dispelledSave vs Will, as statedSpell type Non-variable
Stirs a strong emotion in one individual or creature within 100 ft., who must save vs Will to resist. The caster picks one of three feelings. Love makes the subject fall helplessly in love with the caster or with anyone the caster names. Hate makes the subject deeply hostile toward the chosen person or people, ready to attack at the smallest provocation. Ambivalence leaves the subject with mixed feelings toward the chosen people, so that they will neither help nor hinder them.
The feeling lasts indefinitely or until dispelled, though an intelligent victim may save vs Will once each day to shake it off.
Captain Brannoc of the Ys harbor guard has hated Deri the Druas mage on sight for a decade, and he is walking over now with his hand on his sword. Deri whispers the planet's name and chooses carefully. The captain slows, stops, and looks at the Druas with an expression of mild, puzzled indifference. He has no reason to arrest her. He has no reason to help her either. He wanders away. Each dawn he may shake the feeling off. Deri plans to be gone by then.
Mnemonic Influence of Cancer
Duration Indefinite, until transcribed or discussedSave NoneSpell type Variable, as stated
With only a skim or a glance, the caster commits up to one page of writing per level of ability to memory. Even text the caster cannot read is held as a sharp mental picture that can be copied out at any time, and magical writings can be memorized this way too.
The memory keeps indefinitely, but it vanishes the moment the caster either writes it down or talks about what it says.
The sorcerer's grimoire lies open on a reading stand in the Tang University Complex for exactly as long as it takes the librarian to sneeze. Zhou Min, a mage of middling rank and excellent timing, glances across four pages of cramped, foreign script and closes his eyes. He cannot read a word of it, but the pages sit in his mind as sharp as a fresh print. On the walk home his friend asks what he saw. Zhou says nothing at all until he has ink, paper and a locked door.
IVSpells of the fourth level
Crystalomancy
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Turns any kind of crystal into a scrying device. It works just like the High Magic spell Divination (level 3) with two differences: it lasts a minute for each level of ability, and each casting lets the caster look in on as many as three different subjects. There is no save.
In the dusty back room of the Philosopher's Stone, the mage Kyra breathes on a lump of rock crystal the size of a fist and wipes it with her sleeve. The first face she seeks surfaces in the facets: the runaway apprentice, somewhere north, a day's ride away, in a pine forest. Then the stolen horse, stabled not two miles off. Then her brother, far over the sea, at a crowded quayside. After a few minutes the crystal goes back to being a lump of rock.
Detect Danger
Range 100 ft.Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Warns the caster of anything within 100 ft. that threatens their safety or wellbeing. The caster learns which way the danger lies and roughly how near it is, but not what it is, whether trap, ambush, monster or something else. It lasts 1 minute per level of ability.
The ferry across the Okawala River should be safe; people use it every day. Still, Kwame the astrologer mutters a few words as he steps aboard, and at once his skin prickles. Something ahead and to the left, perhaps sixty feet, means him harm. He cannot tell what. He stares at the brown water, at the reeds, at the ferryman's broad smiling face. Then, with great politeness, he steps back onto the bank and decides he will walk the long way round.
Fire Sign
Save As statedSpell type Variable, as stated
Invokes the fire sign for one of three effects. The caster can conjure a ball of magical flame and throw it up to 200 ft.; it bursts on impact, dealing 1-6 fire damage per level of ability to every creature within 20 ft. of the blast, halved on a save vs Dexterity.
Instead, the spell can put out any fire, magical or ordinary, covering up to 100x100 ft., or it can counter and break apart a magical wall or barrier made of ice, water or the like.
By the time the fire bells ring, the Gryphon Warehouse in Atlantis is roaring from end to end, and the flames are leaping for the barges moored along the canal. Callisto the mage pushes through the bucket line, draws the triangle of the fire sign in the air and speaks it aloud. The blaze does not dwindle. It simply goes out, all of it, in one breath, leaving a hundred feet of charred timber ticking and steaming in sudden silence. The bucket line stands there, dripping, and stares at her.
Greater Incantation of Mercury
Range 100 ft.Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated
A stronger form of the Lesser Incantation of Mercury. Instead of needing a shared language, the caster communicates by empathy with any individual or creature within 100 ft., much as Telepathy allows, so even semi-intelligent beings and those without speech can be understood. The caster still earns +1 on Charisma or reaction rolls, as with the lesser spell. It lasts 10 minutes per level of ability.
The young hippocampus is tangled in a net off Antilla, thrashing so hard the fishermen dare not come near with their knives. Dione, the ship's astrologer, leans over the side and reaches out with the planet's gift, not in words but in feeling. Panic floods back at her, and pain, and a fierce longing for its mother in the deep water. She sends back calm, and patience, and a promise. Slowly the creature stills, and lets the men cut it free without a single kick.
Healing Influence of Virgo
Range TouchSave NoneSpell type Non-variable
The caster touches one individual and turns a healing influence on them. The caster chooses one benefit: curing any one kind of disease, neutralizing the effects of any poison, or restoring 1-8 points of damage. The recipient must be touched for it to work. Only astrologers and mages may learn this spell, and its power does not grow with level.
The king cobra strikes out of the leaf litter in the Black Jungle, and the porter Ranjit goes down clutching his calf, his face already gray. Priya, the expedition's astrologer, drops to her knees beside him and lays both hands on the swelling wound. She speaks the name of the virgin sign and feels the influence pass through her palms. The venom simply stops working. The pain lingers, and Ranjit weeps from fright, but his breathing steadies and his color slowly returns.
Lawful Influence of Libra
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Invokes the law of equivalence around the caster. For 1 minute per level of ability, anyone who strikes the caster in a physical attack suffers the same damage they inflict. It gives no protection against magic or missile weapons, and it cannot be used to transfer the benefit of healing or curative magic, nor to multiply it. Only astrologers and mages may learn it.
The bouncer at a dockside tavern in Tartessos is a Netherman built like a door, and he does not care that the little mage in the corner has paid for her wine. He swings a fist. Ilana has just finished tracing the scales on the tabletop, and when the blow lands on her cheek, the Netherman reels back clutching his own face, lip split in exactly the same place as hers. He stares at her. He tries again, and again gets exactly what he gives. Then he fetches a friend with a crossbow.
Lesser Incantation of Saturn
Duration 1 minute per level of abilityArea 1 ft. radius field around casterSave NoneSpell type Variable, as stated
Wraps the caster in a field of astral energy extending 1 ft. all round. Physical attacks, and magical attacks that cause physical harm, do only half damage to the caster. Against a damaging spell, a successful save (where one is allowed) cuts the damage to a quarter. The field does not hinder movement or spell casting, and lasts 1 minute per level of ability.
The Pictish arrows come out of the heather in a black flight, and Gwion, the mage walking at the back of the column, has only a moment to draw the ringed planet's sign across his chest. The air around him stiffens like a second skin. An arrow takes him in the shoulder but sinks barely half as deep as it should, and a sling stone that ought to have cracked his skull leaves only a bruise. He does not run, but walks steadily on toward the cover of the cairn.
Water Sign
Save As statedSpell type Variable, as stated
Invokes the water sign for one of three effects. The caster can create a ball of magical ice and throw it up to 200 ft.; it shatters where it lands, dealing 1-6 cold damage per level of ability to every creature within 20 ft., halved on a save vs Dexterity.
Instead, the caster can stay under water, breathing and moving freely, for as long as 1 hour per level of ability, or can counter and break apart any magical wall or barrier of fire.
The fishermen of Elassippea say the sunken city of Attla still gleams with orichalc, and the astrologer Ianthe means to see for herself. At the edge of the Sea of Lost Souls she speaks the water sign, takes a deep breath, and steps off the boat. The breath never runs out. She draws the sea in and out as easily as air and swims down through the green gloom toward the drowned towers. She has several hours before she must come up, and she intends to use every one of them.
VSpells of the fifth level
Air Sign
Save As statedSpell type Variable, with regard to flying only
Invokes the air sign for one of three effects. The caster can hurl a spinning ball of wind up to 100 ft. Where it strikes, every creature and object under 400 lbs. is thrown 10-40 ft. in a random direction, and creatures are stunned for 1-4 minutes unless they save vs Dexterity.
Alternatively the caster can fly, exactly as with the Enchantment spell Flight (level 4), or can counter and break apart any magical barrier of earth or stone. Only the flying use varies with the caster's level.
Twenty goblins are pouring across a rope bridge in the Daraka Mountains when Tendai, the caravan's mage, spins a ball of screaming wind between her palms and hurls it into the middle of them. It bursts like a thunderclap. Goblins fly in every direction, tumbling over the planks and into each other, and most lie where they fall, too dazed to rise. One small, quick goblin ducks under the blast, shakes his head, and keeps coming. Tendai reaches, somewhat wearily, for her knife.
Baser Influence of Scorpio
Duration 1 hourArea Individuals or creatures within 20 ft. of the casterSave vs Will, as statedSpell type Non-variable
Stirs one base passion in every individual or creature within 20 ft. of the caster; each must save vs Will or be gripped by it for 1 hour.
Greed makes the victims covet any treasure or valuables they can see, each insisting it is his or hers alone. Angry quarrels break out immediately, and those with violent natures will come to blows. Lust makes them drop whatever they are doing to find a mate: if a suitable partner is nearby they try to embrace them at once, and if not they leave straight away to go looking.
Fury throws the victims into a berserk rage in which they attack friend and foe alike. The enraged ignore only the caster, which makes this form of the spell especially dangerous to use.
The corsairs of the Isles of Zora have tied the mage Pallas to the mast and are dividing the spoils around a chest of Atlantean coin. That is their mistake. Pallas speaks the scorpion's sign under his breath, and greed spreads outward from him like a stain. Within moments every pirate near the chest is shouting that it is his, and his alone. Knives come out. Only the cabin boy, frowning, seems untouched, and he quietly begins untying the ropes while his elders bleed.
Botanomancy
Range 100 ft.Save NoneSpell type Non-variable
Identifies any plant, herb or similar growth within 100 ft. and tells the caster what it might be used for. The caster needs to study it for at least 1 full minute before the answer comes. The spell involves no save and works the same at any level.
In the steaming jungle of Amphisea, the expedition's healer is down with fever and their medicine chest is empty. Mehmet the astrologer kneels in the mud and studies a curling gray vine on a tree across the clearing, lips moving, for a long minute while the mosquitoes feast on his neck. Then the knowledge settles in. The vine's sap will bring the fever down, but its roots will kill a man by nightfall. He calls for a bowl and a knife, and warns everyone twice about the roots.
Earth Sign
Save None (as printed, though option 1 allows a Dexterity save)Spell type Only as stated
Invokes the earth sign for one of three effects. The caster can fling a swarm of meteor-like spheres, one per level of ability, up to 100 ft. Each deals 1-6 bludgeoning damage to whatever creature or surface it hits, and the caster can spread them among as many targets as desired inside a 20 ft. radius; creatures able to move may save vs Dexterity for half damage.
Alternatively the caster can open a 10x10x10 ft. tunnel through any wall of stone, earth or brick, or can counter and scatter any magical wind.
The dungeons beneath the Citadel of Tok are cut into solid rock, and the guards laughed when they left the Druas mage chained only at the ankle. Isra waits until the torchlight fades, then speaks the earth sign and lays her palm against the far wall. The stone groans and gives way, not in rubble but in a clean square passage, ten feet high and ten feet deep, opening onto a slope of cold starlit grass. She has no tools for the chain, so she drags it with her.
Greater Incantation of the Moon
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Makes the caster invisible and impossible to detect by any means, magical or mundane, for 1 minute per level of ability. The caster must keep up total concentration the whole time: casting another spell, or doing anything else that demands close attention, ends the spell at once.
The Royal Palace in Acheron has four gates, forty guards and a Pharaoh's wizard on the rooftop. Tiye the mage walks past all of them. She holds the moon's name in her mind like a full cup of water, not spilling a drop, and nothing can see her, not the guards, not the hounds, not the wizard's scrying glass. She passes within a hand's breadth of the captain. Then a peacock screams, she flinches, the cup spills, and she is standing, suddenly visible, in a corridor full of astonished servants.
Greater Incantation of the Sun
Duration 1 minute per level of abilityArea 20 ft. radiusSave vs DEX to shield eyes; none if looking directly at the casterSpell type Variable, as stated
The caster shines with blinding light filling a 20 ft. radius for 1 minute per level of ability. Anyone with ordinary sight inside that area who looks at the caster is blinded for 2-12 minutes, although a save vs Dexterity lets them shield their eyes in time. Staring straight at the caster while the spell lasts brings blindness with no save.
Creatures whose eyes are sensitive to light must get out of the area or lose their sight for good.
The Rock Trolls come up the mountain pass at dusk, when the light is weakest. Torvald, an astrologer and the only human among the dwarves of Ironhold, climbs onto a boulder and speaks the sun's high name, and becomes the sun. A blaze of white light fills the pass for twenty feet around him. The dwarves who looked away curse and blink; one who turned to gape is left stumbling blind. The trolls howl, clutch their faces and flee downhill, those who are slow losing their sight for ever.
Legend
Save NoneSpell type Non-variable
Reveals whether an object, artifact or building carries any legendary or hidden meaning. It can uncover the secret powers of an artifact, the command words that make a magic item work, and similar lore. Its reach is almost limitless, but the caster must say precisely what information is wanted or the spell fails.
In the Institute of Knowledge, beside the canals of Atlantis, the archimage Theodora lays her hands on the orichalc staff brought up from Attla. She has thought about the question for three nights and phrases it with a lawyer's care: what word awakens the staff's power, and what does that power do. The answer comes not as a voice but as a memory that is not hers, of a First Age priest on a burning quay, speaking a single syllable. Theodora writes it down, and does not say it aloud.
Truth of Sagittarius
Save vs Will, as statedSpell type Non-variable
Compels one individual to answer a single question honestly. The subject must save vs Will; on a failure they give a truthful reply. If the save succeeds, the subject is free to lie instead. Only astrologers and mages may learn it, and it does not vary by level.
The warehouse clerk in Sheba has told the same smooth story four times, and the merchant who hired Yusuf is losing patience. The astrologer sits down across from the clerk, draws the archer's sign on the table with a wet finger, and asks one question only. Where are the forty bales of saffron? The clerk opens his mouth to lie, and the truth falls out instead: sold, in the night, to a ship bound for Tartessos. He clamps a hand over his mouth. Yusuf gets no second question, and needs none.
VISpells of the sixth level
Chariot of the Sun
Duration 1 hour plus 10 minutes per level of abilitySave NoneSpell type Variable, as stated
Calls up a gleaming chariot of light pulled by four winged steeds. It seats up to six human-sized passengers or 3000 lbs. of cargo and covers up to 100 miles in an hour. The steeds obey any simple order or direction from the caster, but only for peaceful ends such as travel or escape. The spell lasts 1 hour, with 10 extra minutes for each level of ability.
Smoke is rising over the walls of Mehedra when the mage Aristea raises her arms on the citadel roof and calls down the sun's chariot. It comes blazing out of the clouds, drawn by four winged horses of light. Five wounded officers pile in beside her. One of them, a hot-blooded young tribune, grabs the reins and tries to wheel the steeds toward the Netherman siege lines. They will not turn. Only when Aristea says home do they bank east, and carry everyone to safety across the water.
Circle of the Zodiac
Duration Until inscriptions are marred or caster dispels itArea 7 ft. radius circleSave NoneSpell type Non-variable
The caster spends 1 hour inscribing a circle 7 ft. in radius that protects those within from scrying and from crystal-based divination. Once complete, it lasts for as long as its markings stay whole and undamaged, or until the caster chooses to end its power. There is no save. Only astrologers and mages may learn this spell.
In a cellar under the Hesperian Quarter, five conspirators wait while Sabinus, an old astrologer, spends a long hour on his knees chalking a circle fourteen feet across, crowded with the signs of the twelve houses. When the last mark is done he sits back, sweating. Inside the ring no crystal or scrying eye can find them. They lean close and talk treason for most of the night, until the innkeeper's cat saunters in, walks across the chalk, and smudges Capricorn with one fat paw. Everyone stops talking.
Curative Influence of Capricorn
Range Touch (caster or one individual or creature)Save NoneSpell type Non-variable
Channels a powerful healing influence into the caster or one other individual or creature, who must be touched. It takes one of three forms: curing insanity, restoring one of the five senses such as sight or hearing, or restoring lost attributes such as Strength, Intelligence or Dexterity.
The lighthouse keeper at the Pharos lost his sight in a flash of sorcerous fire three winters ago and has tended his great lamp by feel ever since. Khafra the mage comes to him at dawn, lays two fingers gently on the old man's eyelids, and speaks the sign of the goat. For a long moment nothing happens. Then the keeper cries out and turns his face, blinking and weeping, toward the pale light on the harbor, the ships, and the birds wheeling over the breakwater.
Greater Incantation of Mars
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
The caster takes on the war-like traits of Mars. For 1 minute per level of ability the caster becomes proficient with any one weapon type, gains +2 on the attack die and +2 damage on every weapon attack, and makes twice the normal number of attacks each round. It is a stronger version of the Lesser Incantation of Mars.
The raiders who scale the hill at Klymeus expect scholars, not a fight. The archimage Demetrios, who has spent forty years measuring the planets in the observatory there, snatches a spear from a fallen guard and calls on the red star in its full strength. What follows is brief and ugly. He moves like a veteran of twenty wars, striking twice as often as any man around him, and every blow lands hard. When the red light fades from his eyes, three raiders lie on the steps and the rest are running.
Greater Incantation of Venus
Duration 1 hourArea Individuals or creatures within 20 ft. of casterSave vs Will, as statedSpell type Non-variable
Anyone, person or creature, standing within 20 ft. of the caster is swept up by an emotion of the caster's choosing unless they save vs Will. The feeling can be extreme: limitless joy, bottomless despair, wild recklessness and so on. It lasts 1 hour.
The crowd in the Public Square of Acheron has been shouting for the grain merchant's blood for an hour, and the city watch is badly outnumbered. The mage Hapuseneb steps out among the nearest rioters and releases the planet's power in a wave. Within twenty feet of him, angry faces soften. Men who were brandishing clubs begin to laugh, then to embrace each other, overcome with a joy they cannot explain. One scowling rioter feels nothing at all, but he is alone now, and he slinks away.
Passage of Aquarius
Duration 1 minuteSave NoneSpell type Non-variable
Lets the caster step through any barrier, magical or ordinary, up to 10 ft. thick, provided it is not made of something that would injure the body, such as fire or toxic material. The spell lasts only 1 minute, so the caster must be quick, and cannot take along more than a normal encumbrance.
Only the caster benefits: no other creature, living or dead, can pass through with them.
The cell in the prison of Tartessos has walls a good ten feet thick, and Philia the mage has only a minute once the spell takes hold. She shoulders her pack, nods to her cellmate, the honest thief who shared his bread with her, and walks into the stone as if it were morning mist. He grabs her sleeve and is left holding nothing. On the far side she stumbles out into the alley, gasping. She will be back for him with the proper keys, she promises the wall.
Theriomancy
Range 100 ft.Save NoneSpell type Non-variable
After at least a full minute of study, the caster learns the species of one animal or creature within 100 ft., how powerful it is (weak, average, strong, very strong and so on) and its basic nature (hostile, passive, meat-eating and the like). It works on non-living creatures as well as living ones.
Something has been taking goats at the edge of the Ngani Swamp, and the villagers are too frightened to go and look. Laiana, an astrologer from Mu, stands on a stilted walkway and studies the hunched shape among the reeds, perhaps eighty feet away, for a full minute while the flies drone. The answer comes: a swamp troll, very strong, hungry and hostile. She lowers her eyes, walks back to the headman and tells him to move the goats, the children and the village, in that order.
Travel to Outer Plane
Save NoneSpell type Variable, as stated
Carries the caster instantly to any outer plane of existence: the astral plane, for instance, or an elemental plane or one of the higher planes; the lower planes cannot be reached this way. The caster may take along one extra individual or creature for each level of ability. Cast in reverse, the spell brings the caster back to their home plane.
The hilltop at Stonehenge is empty except for four travelers holding hands inside the ring of great stones, trying not to look nervous. Morwen, a mage of long years and considerable power, finishes the last line of the invocation and draws a star in the frosty air. The world folds. The stones, the grass, the cold wind of Alba all vanish at once, and the four of them are standing in an endless silver haze, weightless, on the astral plane, with nothing underfoot at all.
VIISpells of the seventh level
Geomancy
Range 100 ft.Area 100x100x100 ft. of earth, sand or stoneSave NoneSpell type Non-variable
Casts a divination over a 100x100x100 ft. block of earth, sand or stone within 100 ft. and answers one question about it. The caster chooses the question freely: it might concern past events there, lost items, or creatures that live in or have passed through the area.
The caravan vanished between two wells somewhere in the desert southwest of Acheron, forty camels and all their drivers, and the family wants answers. Amenemhat, a mage of the Institute of Astrology, walks out onto the dunes at the edge of the old route and fixes his gaze on a single great ridge of sand. He asks one question: what became of the caravan that passed through here? The dune answers. A storm buried them where they sheltered. They lie twenty feet beneath his sandals.
Greater Incantation of Jupiter
Range 100 ft.Save NoneSpell type Non-variable
A powerful spell of undoing that works automatically, with no save, against a target within 100 ft. The caster chooses one of three effects: sending any summoned creature back to its home plane, dispelling any one magical effect that is not permanent, or lifting any one curse that is not permanent. Its power does not change with level.
The necromancer's winged demon has already torn the roof off the granary at Zarzis when Lykos the mage reaches the square below it. He does not bother with fire or ice. He points one finger up at the shrieking thing, which hangs less than a hundred feet above him, and speaks the full name of the king of planets. There is no struggle and no contest. The demon simply is not there any more, sent home in the middle of a wingbeat, and a few loose shingles patter down into the silence.
Greater Incantation of Saturn
Duration 1 minute per level of abilityArea 7 ft. diameter sphere; up to 7 human-sized individualsSave NoneSpell type Variable, as stated
Surrounds the caster with an unseen sphere of energy 7 ft. across. Up to seven human-sized people can stand inside it, safe from every kind of attack, magical or otherwise. No spells of any kind can be cast from within, and no one can step out until the caster ends the spell or its duration of 1 minute per level of ability runs out.
The firedrake comes down on the high pass in Draconea with the sun behind it, and there is nowhere to run. Arkadios the mage gathers the other six into a tight knot and speaks the ringed planet's greatest name. An unseen globe closes around them. Flame washes over it, and claws, and a lashing tail, and none of it gets through. Inside, the seven stand pressed shoulder to shoulder, unable to cast so much as a spark, unable to step out, counting the minutes and hoping the dragon grows bored.
Hydromancy
Area 100x100x100 ft. of water, swamp, ice, etc.Save NoneSpell type Non-variable
The watery counterpart of Geomancy. The caster performs a divination over a 100x100x100 ft. expanse of water, swamp, ice or the like, and learns the answer to one question about it. As with Geomancy, the question might concern past events there, lost items, or creatures living in or passing through the area. There is no save.
The crown of the last lord of Chu Tang went into Baykal Lake a century ago, when his barge overturned in a storm, and a dozen divers have died looking for it. Ma Lin, an astrologer of the State Observatory, rows out alone to the spot where the old songs say the barge went down, lays her palm on the cold water, and asks the lake a single question. Where does the crown lie now? The answer surfaces slowly in her mind: under the ribs of the barge, in the soft black silt.
Prophecy
Save NoneSpell type Non-variable
Grants the caster a powerful vision of something yet to come. Most of it is clear and easy to follow, but it may also contain images that seem unconnected; the Game Judge should paint it in vivid, symbolic language.
The player can pick what the vision is about, such as a coming clash with a hated enemy or a particular journey or quest, or may ask for a random glimpse of the future, in which case the Game Judge picks the subject. A prophecy need not concern anything momentous, and it may be good or bad, but it always comes true. The caster can make prophecies about any individual or creature.
On the highest terrace of the State Astrological Observatory in Tang, the old astrologer Liu Shen asks the stars about the young prince's journey south. The vision takes him hard. He sees a river running red with lanterns, a white tiger asleep in a boat, a bridge of reeds that holds the weight of an army, and the prince older, laughing, with a scar across his cheek. Some of it is plain; some is riddle. All of it, Liu Shen knows with cold certainty, will happen exactly as he saw it.
Restorative Power of Pisces
Save NoneSpell type Non-variable
Brings any individual or creature back to life, provided death came no longer than 1 hour ago. The spell restores life but not health: the subject returns with only 1-4 hit points, dazed and weak, and needs further healing. It cannot revive anyone whose body was destroyed or is severely mangled. Only astrologers and mages may learn it.
The boy has been pulled from the Canals of Atlantis cold and blue, and the crowd on the bridge has already begun to wail. Aglaea, an astrologer who happened to be passing, pushes through and counts on her fingers: he went into the water less than an hour ago. She kneels, draws the twin fish on his chest with her own wet thumb, and speaks to the stars. The boy coughs up half the canal. He is white, trembling and barely able to lift his head, but he is alive.
Rules paraphrased from The Arcanum, 2nd edition (Bard Games, 1985), pages 74 to 120.
